I’m from Minden but live in Tennessee now! I try to visit a few times a year and me and my 2 brothers and my cousin play. We like playing the 1939 global game! Cadamwoodard@aol.com
Best posts made by Tigerman77
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RE: Shreveport, LA area: Looking for A&A 1940 Global game
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RE: GW-1939, 7.2 Rules_____COMMUNIST CHINA questions
Russia liberates Comm China. No other ally. If another ally, including Nat China, takes back a Comm Chinese zone it isn’t liberated it is taken. hope this helps you guys out a little.
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RE: Variable's and Tall Paul's Naval Game Ideas
@coachofmany:
RULES SYSTEM
Let’s all agree then that for this game we will use the single stat att/def values for each unit but convert it to a D12 system. I much prefer simple over realistic so others will actually use the game.
Next thing we need to focus on is the complete unit list. Let’s get a list of all Ground, Naval, and Air units we want in the game but deal with the actual stats and attributes of these later.
Agreed!
I agree. I also think that the ships should have seperate anti-aircraft and shore bombardment values. Plus aircraft should have different air to air and ground attack values. Thats my opinion.
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RE: United States Set from Historical Board Gaming!
Here is my list:
B-29
PBY
LCM
LST
Montana BB
South Dakota. BB
Alaska. BC
Atlanta. Light CA
buckely. DD escort
oiler
sea plane tender.
And the Essex class also!This would give alot of diversity in any game made or played!
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RE: Variable's and Tall Paul's Naval Game Ideas
@CWO:
I haven’t had time to read in detail through this long discussion thread, so here are just a couple of thoughts which may have already been covered elsewhere.
If you want a true naval engagement where anything can happen, I would think Midway. Trouble with Midway is, game-wise it’s a bit unbalanced.
Midway was indeed very unbalanced in terms of naval force ratios (I think Yamamoto had something like ten times as many ships as Fletcher and Spruance)…but note that it’s the weaker side which ended up winning the battle. In terms of the key units, the big fleet carriers, the Japanese only had a four-to-three advantage. The fighting soon reduced this to a zero-to-two ratio, at which points the Japanese fleet withdrew.
Another idea is that any Midway game has to have some sort of concealed-movement and reconnaissance mechanism. This was a crucial aspect of the engagement – something which the movie Midway from the mid-70s conveyed very well. Recommended viewing (despite some aspects that detract from the film) as a source of inspiration for anyone designing a Midway game.
I agree. If we do a midway game you would have to move your ships with the fleet pieces, as in AAP game. Then when they have been identified place the units on the board.
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My Paint job
� I painted a long time ago and I love looking through the threads at the many different paint jobs. There is some really talented painters here. I’ll go ahead and post mine as I finish just for the eye candy!!
Latest posts made by Tigerman77
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RE: HBG's Global War 1939 FAQ
Nope no major. Japan can only build minor ics in siam
Page 25 of the global 1939 rules v7.2 say: Siam receives 1 infantry per turn, every turn, starting from the round after activation by Japan. Japan can build a Minor or Major IC in Siam.
I think it should say Minor IC only. I’ll look back on the rules this weekend and make sure.
Then on page 30: Japan can build a Minor IC only in Siam starting on turn 3. -
RE: GW-1939, 7.2 Rules_____COMMUNIST CHINA questions
Russia liberates Comm China. No other ally. If another ally, including Nat China, takes back a Comm Chinese zone it isn’t liberated it is taken. hope this helps you guys out a little.
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RE: Global 1939 Technology Questions
I know….ive read them but when I read them I dont have the rules with me. Then when I. An get to the rules I don’t have the time!!..ill start doing better!
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RE: Global 1939 Technology Questions
I don’t understand the way tech is written either. We just play without it because the rules so unclear.
However, some of the answers on this board are different than the rulebook on other issues. We getting frustrated trying to understand what things mean and have stepped away from the game for a while.
It’s a lot of fun but a long game. Also, ambiguous rules can create issues.
The Tech chart was suppose to be simple to understand. If you arent at war you can only purchase 1 die for techs. If you are at war you can purchase up to 3 dice per tech. You add up yhe dice rolls each turn until you get to the specified number on the tech chart. I dont have the rules in front of me so if I am wrong ill repost. Super simple to use. I made some of the techs harder to get so you have to spend money to get them.
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RE: Axis&Allies Stalingrad or Kursk?
We are working on a battleboard that is dynamic. You will actually be able to advance on the battleboard into enemy territory and also retreat off the battleboard. Also you have to decide which units will be on the front lines, secondary lines and reserve lines. Also aircraft will have to be used as Air Cap or Ground support. It will be a really cool addition to any game.
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RE: Axis&Allies Stalingrad or Kursk?
Both are in progress. Hoping to have same rule system for each game for ease of play. Not to give too much away, the games should have a battleboard that you will be able to advance and retreat during the battle. Workimg on this concept right now.
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RE: Fortifications
The infantry only get the +1 for one round. And you can choose what infantry are used with the fort.
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RE: Tigerman's Barbarossa Game now at HBG
As of right now, if my mind serves me correctly, it is set up like Blitzing in a normal A&A game. Of course your idea sounds good also. If both sides are able to do this it may be advantageous to the Axis early on. IMHO Germany could use the help.
In our games if Leningrad doesnt fall Russia will win. IF Germany can take Leningrad they have a good shot of at least winning by points.
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RE: Tigerman's Barbarossa Game now at HBG
Sure, I’d be interested. Tigerman, have you had the chance to have another look at the blitzing rules? Personally I’d allow both sides (not just the one holding initiative, as you suggested) to attack another defended area [apart from the “regular” A&A rule that it may move into an unoccupied enemy controlled area after a successful battle], thereby allowing both sides to attack twice, basically. Once on their normal combat and then potentially again in a blitz attack. For the attacker the benefit is obvious, for the defender I really feel it helps keep the attacker honest.
What do you think?
Use it in your next game. Ill use try that in my next game also.
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RE: Battle of Okinawa - Beachhead questions…
I dont understand your last question. You say if you win the battle on the beach all of your units are destroyed. How is this so? Obviously if you dont have anymore units after the battle then you do not move or control anything.